music-video-gen/flow-state/src/scenes/shader/classic-wave.js
Dejvino 59180948d0 Phase 5: compositing depth ("C" complete)
Multi-layer stacks with blend modes, feedback, post chain, and a 3D
particle layer proving the compositor is genuinely hybrid. Looks now
generate accent layers from a different family, composited additively at
low opacity, weighted by section energy so intros stay sparse.

Adds flash-rate safety (engine/flash.js), which was not in the original
plan and should have been. This generates beat-reactive video for
publication, and rapid light-dark cycling is the photosensitive-epilepsy
trigger; WCAG 2.3.1 caps it at three flashes per second. Classic Wave
measured 7-8/s at every output resolution from 96x54 to 1920x1080, so it
was a real hazard rather than a sampling artefact.

Root cause was general, not one bad shader: `u_time * u_speed` where speed
is reactively modulated. Phase is elapsed*rate, so changing the rate at
time T jumps phase by T*delta — sixty seconds in, a 0.05 wobble throws the
phase three whole units between consecutive frames, and it worsens as the
track runs. Fixed by introducing rate params:

- schema flag `rate: true` documents and marks them
- Layer.resolveParams skips reactivity on them
- ArcDriver skips drift on them
- validateModule rejects a reactive entry on one
- lint-scenes greps shaders for `u_time * u_X` and fails if X is unmarked,
  so no future scene can reintroduce it

Every rate param across the six scenes is now marked. Two checks were
needed to find this: a per-look flash check, and a per-SCENE sweep at
aggressive params, since the look generator only samples part of the space
and a scene can hide an unsafe region for a long time.

Gate 10/10. Worst flash rate now 1/s. Feedback stable over 10,000 frames
(luminance 0.17-0.59, no saturation or decay). 0.17ms/frame at 1280x720.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 11:38:26 +02:00

58 lines
2.4 KiB
JavaScript

// Ported from party-stage's "Classic Wave". The original picked a hue from a
// rolling HSV ramp; here the ramp indexes the palette instead, so the look
// generator can actually recolour it.
export const classicWave = {
name: 'Classic Wave',
family: 'flow',
kind: 'fragment',
params: {
rings: { type: 'float', range: [4, 40], default: 18, uniform: 'u_rings', bias: 'density' },
spokes: { type: 'int', range: [0, 12], default: 5, uniform: 'u_spokes' },
speed: { type: 'float', range: [0.2, 2.5], default: 1.0, uniform: 'u_speed', bias: 'motion', rate: true },
// colorRoll is capped low on purpose. palRamp() steps through all six
// palette entries per unit of t, and the palette generator deliberately
// spreads their luminance — so this multiplies into a whole-frame
// brightness oscillation at six times its own rate. At the original
// range of [0, 0.5] this scene measured 7 flashes per second at every
// output resolution, well past the WCAG 2.3.1 ceiling of 3. Capped here,
// the worst case is ~0.9 Hz. See engine/flash.js.
colorRoll: { type: 'float', range: [0, 0.06], default: 0.02, uniform: 'u_colorRoll', rate: true },
softness: { type: 'float', range: [0, 1], default: 0.4, uniform: 'u_softness' },
bloomCore: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_bloomCore', bias: 'energy' },
palette: { type: 'palette', count: 5 },
},
reactive: {
bloomCore: { feature: 'beat', amount: 0.4, response: 'spike' },
rings: { feature: 'bandMid', amount: 0.12 },
},
shader: `
vec4 scene(vec2 uv, vec2 p) {
float d = length(p);
float angle = atan(p.y, p.x);
float t = u_time * u_speed + u_seed;
float wave = sin(d * u_rings - t * 2.0);
float spoke = u_spokes > 0 ? sin(angle * float(u_spokes) + t) * u_beat : 0.0;
float v = 0.5 + 0.5 * sin(wave + spoke);
v = mix(v, smoothstep(0.2, 0.8, v), u_softness);
vec3 col = palRamp(t * u_colorRoll + d * 0.25) * v;
// Core glow, the part that reads as the "hit".
col += pal(0) * (1.0 - smoothstep(0.0, 0.7, d)) * u_bloomCore * 0.6;
// Keep the corners from clipping to flat colour.
col *= 0.6 + 0.4 * (1.0 - smoothstep(0.8, 1.8, d));
return vec4(col, 1.0);
}
`,
};
export default classicWave;